Ludomedia #56

Ludomedia

Lesens-, hörens- und sehenswerte Fundstücke aus der Welt der Spiele.


Emily Grace Buck: The Human Cost of Game Development

  • “Something needs to shift in the way that companies in the US are treating their workers, not just in games, but definitely in games. […] We deserve a lot better than what happened at Telltale.”

Jim Sterling: Black Ops 4 Sneaks Microtransactions In After Launch

  • “This is a classic case of what we on the channel here call a ‘Fee-to-pay’ game. […] There are lootboxes roped into this whole thing as well. This time they’re called reserves, because if you keep changing the name with each game you’ll fool people into thinking you don’t have lootboxes. […] And the fact these were smuggled in after launch only makes this shittier.”

Josh Bycer: The Risks of Making Safe Games

  • “With each console cycle (and sometimes within the same one), we see the trends push developers to focus on a single design or style. […] When AAA games aren’t delivering, it’s up to the Indie space to deliver, and they most certainly have. Over the last eight years, some of the most touching, innovative, and unique games I’ve played have come from indie teams.”

Richard Moss: How bad crediting hurts the game industry and muddles history

  • “Despite their importance, however, it’s not unusual for the credits published with games to be inaccurate, incomplete, overly vague, or even (on rare occasions) downright misleading.”

Tom Francis: Dealing with Scope Change in Heat Signature and Gunpoint

  • “The question I should have asked myself is: What is the core of the game? […] I’m now always looking for things that have a single core.”

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